def __init__(self, app, scene):
self._app = app
self._scene = scene
+ self._viewport = (0, 0)
def _apply_events(self, events):
if not events:
from pgzero.game import exit
exit()
+ def move_screen(self, offset):
+ self._viewport = (self._viewport[0] + offset[0],
+ self._viewport[1] + offset[1])
+
@apply_events
def update(self, dt):
return self._scene.update(dt)
def draw(self):
- self._scene.draw(self._app.screen)
+ self._scene.draw(self._app.screen, self._viewport)
@apply_events
def on_mouse_down(self, pos, button):
ENGINE_METHOD = "quit_game"
+class MoveViewportEvent(Event):
+ """ Change to a new scene. """
+
+ ENGINE_METHOD = "move_screen"
+
+
class Actors:
""" A list of actors. """
def update(self, dt):
pass
- def draw(self, screen):
+ def draw(self, screen, viewport):
screen.clear()
self.actors.draw(screen)
class CreditsScene(Scene):
""" Credits scene. """
- def draw(self, screen):
+ def draw(self, screen, viewport):
screen.clear()
screen.draw.text("Credits", (300, 300))
"""Render a level"""
from pgzero.constants import keys
+from pygame import Surface
from ..loaders.levelloader import levels
from .base import Scene, ChangeSceneEvent
from ..constants import TILE_SIZE, WIDTH, HEIGHT
def __init__(self, level_name):
self._level_data = levels.load(level_name)
self._tiles = self._level_data['tiles']
+ self._surface = None
+ self._render()
- def draw(self, screen, viewport=(0, 0)):
- screen.clear()
+ def _render(self):
+ # We cache the rendered surface to avoid doing a large number
+ # of blits each frame, as that introduces a large performance
+ # overhead.
+ self._surface = Surface((len(self._tiles[0]) * TILE_SIZE,
+ len(self._tiles) * TILE_SIZE))
for y, row in enumerate(self._tiles):
for x, tile in enumerate(row):
- pos = (x * TILE_SIZE - viewport[0],
- y * TILE_SIZE - viewport[1])
+ pos = (x * TILE_SIZE, y * TILE_SIZE)
if 'image' not in tile:
# Skip broken tiles for now
continue
- if 0 <= pos[0] < WIDTH:
- if 0 <= pos[1] < HEIGHT:
- screen.blit(tile['image'], pos)
+ self._surface.blit(tile['image'], pos)
+
+ def draw(self, screen, viewport):
+ screen.clear()
+ # Viewport is the position of the screen relative to the
+ # surface. We need the position of the surface relative to
+ # the screen for the blit, so this conversion
+ screen_pos = -viewport[0], -viewport[1]
+ screen.blit(self._surface, screen_pos)
def on_key_down(self, key, mod, unicode):
if key == keys.ESCAPE:
from pgzero.constants import keys
from .level import LevelScene
+from .base import MoveViewportEvent
from ..constants import TILE_SIZE
class ViewLevelScene(LevelScene):
""" Level scene. """
- def __init__(self, level_name):
- super(ViewLevelScene, self).__init__(level_name)
- self._pos = (0, 0)
-
- def draw(self, screen):
- super(ViewLevelScene, self).draw(screen, self._pos)
-
def on_key_down(self, key, mod, unicode):
+ offset = None
if key == keys.DOWN:
- self._pos = self._pos[0], self._pos[1] + TILE_SIZE
- return
+ offset = (0, TILE_SIZE)
elif key == keys.UP:
- self._pos = self._pos[0], self._pos[1] - TILE_SIZE
- return
+ offset = (0, -TILE_SIZE)
elif key == keys.LEFT:
- self._pos = self._pos[0] - TILE_SIZE, self._pos[1]
- return
+ offset = (-TILE_SIZE, 0)
elif key == keys.RIGHT:
- self._pos = self._pos[0] + TILE_SIZE, self._pos[1]
- return
+ offset = (TILE_SIZE, 0)
+ if offset:
+ return [MoveViewportEvent(offset)]
return super(ViewLevelScene, self).on_key_down(key, mod, unicode)